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Doc/Cleanup pass on object handling (#1227)
* `Object_InitBank` -> `Object_InitContext` * Add and use `OBJECT_SPACE_SIZE_BASE` * Remove `OBJECT_EXCHANGE_BANK_MAX` -> use `ARRAY_COUNT()` instead * "object status" -> "object load entry" * Misc. cleanup/renames * Partial docs and way too much batch renaming and cleanup for a single commit * ctrl shift h * format * format clang-11.1 * fix regressions * Improve a `@bug` comment * Move `OBJECT_SPACE_SIZE_BASE` from header to near `Object_InitContext` * "objectID" -> "objectId" * Revert iterator index to `i` in `Actor_KillActorsWithUnloadedObject` * "object load entry index" -> "object entry" * `Object_UpdateLoadEntries` -> `Object_UpdateEntries` * Run format.sh * "object entry" -> "object slot" (except internal usage) * Proper `Object_SpawnPersistent` doc Co-authored-by: fig02 <fig02srl@gmail.com> * fixup one comment "object bank index" -> "object slot" * Amend `Object_SpawnPersistent` comment to mention running out of free slots * `Actor_KillActorsWithUnloadedObject` -> `Actor_KillAllWithMissingObject` * Remove useless mention of what uses `Object_SpawnPersistent` * Fix mistake on `Object_SpawnPersistent` doing sync dma, not async * run formatter * `Object_InitContext` -> `Object_Init` * `waitObjectSlot` -> `requiredObjectSlot` * `Object_Init` -> `func_80097DD8` * one objectIndex -> objectSlot * Remove `OBJECT_SPACE_SIZE_BASE` * light fix on the merge (rm OBJECT_EXCHANGE_BANK_MAX) * `func_80097DD8` -> `Object_InitContext` --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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130 changed files with 789 additions and 770 deletions
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@ -482,8 +482,8 @@ void Play_Update(PlayState* this) {
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ActorOverlayTable_LogPrint();
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}
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
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@ -855,7 +855,7 @@ void Play_Update(PlayState* this) {
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AnimationContext_Reset(&this->animationCtx);
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PLAY_LOG(3561);
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Object_UpdateBank(&this->objectCtx);
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Object_UpdateEntries(&this->objectCtx);
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PLAY_LOG(3577);
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@ -1035,21 +1035,21 @@ void Play_Draw(PlayState* this) {
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OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
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gSPSegment(OVERLAY_DISP++, 0x00, NULL);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
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gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
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@ -1434,7 +1434,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
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this->numActorEntries = 0;
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Object_InitBank(this, &this->objectCtx);
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Object_InitContext(this, &this->objectCtx);
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LightContext_Init(this, &this->lightCtx);
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TransitionActor_InitContext(&this->state, &this->transiActorCtx);
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func_80096FD4(this, &this->roomCtx.curRoom);
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